Spielerando

Three upgrade paths per tower, deep in one, a little in another, none in the third

A tower has three upgrade paths and the designer wants real choices, not one tower that has everything. The rule sounds easy to say and is easy to get wrong: players find a way to the forbidden mix by buying in a certain order. This entry gives one check that is correct for every order, and shows which buttons to grey out.

Why this works

A rule about what a tower is allowed to be is a rule about the end result, not about the way there. Judging the whole picture after each purchase makes the order irrelevant, so no clever sequence can slip past, and no fair purchase gets blocked by an earlier one.

When not to use it

Skip it when the fun is in building one tower that does everything, or when upgrades are meant to be freely mixed, as in a sandbox. A strict limit just says no. Balance such a game through price instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 20 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Three upgrade paths per tower, deep in one, a little in another, none in the third" (read_entry tower-upgrade-paths-with-a-limit-on-how-many-can-be-deep) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP